This weekend was about the slowest I’ve had in months from a productivity standpoint. I basically evaluated some software and then played games the rest of the weekend.
I can’t really say anything good, to be honest. I have been so far disappointed in the software all around. I plan to evaluate a bit further, but at this point, it’s looking like I will not be keeping it.
There isn’t really much I can say about this other than that the pattern rolling brushes are kind of cute. Aside from that, the simple fact that it lacks the basic vector tools found even in free software really astounds me.
I can’t draw, but I was really hoping for a utility that would make “cartooning” a little simpler than it is with my current tools, but honestly, other than page layouts (which are completely irrelevant to me), the “Debut” (~$50) version of this software is as gimped as I could possibly imagine the “novice” software to be. In order to really get an advantage over the drawing, you appear to need the “EX” (~$300) version. Sorry, folks. I don’t have that much money to simply try to draw my new logo.
I hadn’t used Steam in quite a while, and all I had on it was CS2 and some rando space-ploitation game from Steam’s infancy, so I just rerolled. You can hit me up at “Nekoyoubi” on steam. Man, I bet you could have never guessed that one, huh?
Thanks Steam! Great indie game, here. No joke. Killer fun. It has an XNA 3.1 requirement that caused it to crash right off the bat, but a little Steam (forum) power, and I was off and digging in no time. This game was entirely too easy to kill time in. Pro-tip: Play in the rush mode zoomed out while holding “S” the entire time… dare you.
No, not UT3 or even UT2k4, but good ol’ fashioned Unreal Tournament. So Friday, K queues her mic and says “Hey, Blake… come play UT with me.” Famous last words of a productive weekend. 😉 Eventually, there were a few of us off and playing on our shiny new server. P.S. Be sure to hit me up if you want to play with us. It’s “private”, but not closed. We <3 new people, and trust me - no matter who you are... you can beat us at least.
Okay, so while not technically the weekend, we’ll pretend it’s a WoW-weekend and give a day or two of padding. I just bought four copies of Terraria on Steam (thanks again, Steam!), and will for sure be playing that all over the place tonight. I’m trying to talk the game server host I’m thinking of moving some of our other servers to into hosting Terraria servers too. If so, we’ll probably have one up very soon. If not, then I can honestly say they’ll be missing out on a ton of money from what I’ve read of comments around the intarwebs in people wanting servers.
This weekend was somewhat divided. I actually played a bit, and I worked on Fizzle. ;Þ
The gang got together and played some Minecraft on our server a bit this weekend, which is really only development related because it pushed me to update my texture pack. Yeah… it had been a bit, and a few things since 1.5 hadn’t been implemented so I needed to get to it. Here are a few of the changes I recently made to the pack:
You can check out the post about it here: http://nekoyoubi.com/2011/05/08/my-minecraft-texture-pack/
You can download the Nekoyoubi texture pack here: http://bit.ly/nekoyoubitp
I worked a bit more with the RageSpline resources in Fizzle this weekend. Specifically, I drew some of the spell icons (fireball, iceblock, levitate, heal, and vines). I would show a screenshot here, I think it may be too soon for that, as they may be better to show off once they are mechanically written into the game.
I also converted Fizzle back to a side-scroll platformer (from a third-person platformer) for mechanical reasons. To be completely honest, I just think it will play more fun this way.
I am working on a training level at the moment, but as soon as I have it playing through in its solid mechanical form, I will screenshot and create the “official” page for it.
No… Not Legos; Logos! I’ve been trying my damnedest to create the logo that I actually see in my head – which amazingly has remained the same for many months now, but having no artistic skill (drawing, that is) is making it impossible for me to bring it out of my dome and immortalize it in pixel.
So now I look for the in between. ;(
If I can’t create my ideal logo very soon, I’ll need something to hold me over. What should it be? I’m not asking because I think anyone’s really reading this and cares. I’m asking because maybe it will keep nagging at me until something springs out at me.
If you do care though and want to throw an idea (or design if you’re really bored), please feel free. I would love to hear some IMOs, as I could really use a nudge on this one! 😉
Wow, is this guy overdue. Well, since I was ill Sunday through to Tuesday, this is the first opportunity I really have had to write this update.
On all previously active projects, there was no work done over the weekend. Again, with being sick, there wasn’t quite as much time as I would have liked going into development.
I did, however, start a new project. This one is not a test, playground, sandbox, or showcase, though. This will be my first “real”, monetized, full-featured game I will release as Nekoyoubi.
I will attempt to keep the updates going out as to its progress as well, but some things with it may need to remain undisclosed until they are more fleshed out or, in some cases, until release.
The reason for halting other projects in favor of this one is simple. I read a great quote on Twitter last week: “Indies make money to make games; non-indies make games to make money.” I realized on Friday that in order for me to be able to really make games… I mean really make games, I need money. Not for me, not for putting food on my table, not even so I can buy a new Woot! shirt. But so I can make more games better, faster, and for more platforms. If I can write games full-time some day, that would be amazingly awesome, but the tools are what’s needed at the moment.
So what is Fizzle? I won’t spill all the beans just yet, but I can tell you a little bit about who Fizzle is.
Fizzle is probably who would come to mind if you were to try and picture an emo Harry Potter in his early years. The main difference being that Potter was an amazingly quick study. Fizzle, on the other hand, can’t seem to get anything right. As such, he’s been thrown out of his wizardry school for youngsters, but unlike good-old Harry, Fizzle has no “simple” or “normal” world to go back to. This is his world.
With no help from anyone, Fizzle will have to “learn” his way back into school by showing that he can make it as a young wizard in a tough and sometimes tricky world. Spells, while not Fizzle’s strongest study, are now the name of the game for him. Learning how and when to use what he can remember will guide his progress and shape his future… hopefully for the better!
As of right now, Fizzle is only being worked on for PC (and possibly Mac – assuming Unity cooperates). I was originally working with Flash-style drawn vector graphics, but have since moved to a full 3D experience, as this feels most comfortable.
Anyway, it should be a fun trip (making it, that is) and I will try to keep everyone updated along the way.
That’s it for this weekend… (ish?) update. 😉